Chronocrash Modders Tools

ChronoCrash Modders Tools 0.7.9.10.1

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Ok in next version all act palettes should work. For now it works only if number of colors is encoded at the end of file, but sometimes it's not the case.

In next version, when my reader won't be able to find the number of colors at end of file, it will assume there is 255 colors and try to read the file. Tested on Ilu's act file and it worked.
 
I added an option "None" to revert to images without palette applied.

Thanks, I just tested and it's very extremely helpful! (y)

For the export to gif with palette, I'll do that later the code for that is pretty isolated.

That's not necessary for creation work, but it would be a really cool feature to have for demo purposes and such. It's actually pretty cumbersome to export a .gif from Photoshop working files with different palettes applied (if you try, there's no way to keep it from reordering the colors and making a mess). I don't know any way to do it other than exporting frames individually, applying the new palette to them, re-importing into a new working file, and then exporting again as animated .gif file. If your tool exported in the currently selected palette (or none as the case may be) that would be a big time saver!

DC
 
Ah, something I forgot to report: the font preview doesn't accept the character "!"
W1Fgudi.png


I tried with different fonts (and all of them have that charcter), but no luck.
P2z8WKh.png
 
Ah, something I forgot to report: the font preview doesn't accept the character "!"
W1Fgudi.png


I tried with different fonts (and all of them have that charcter), but no luck.
P2z8WKh.png
It was because of some errors in OpenBOR manual (about font characters)

Manual said :

Code:
0 1 2 3 4 5 6 7 8 9 A B C D E F
0 1 2 3 4 5 6 7 8 9 A B C D E F
 ! " # $ % & ´ ( )  * + , - . /
0 1 2 3 4 5 6 7 8 9 : ; { = } ?
@ A B C D E F G H I J K L M N O
P Q R S T U V W X Y Z [ \ ] ^
` a b c d e f g h i j k l m n o
p q r s t u v w x y z


Correct is :

Code:
0 1 2 3 4 5 6 7 8 9 A B C D E F
0 1 2 3 4 5 6 7 8 9 A B C D E F
  ! " # $ % & ´ ( )  * + , - . /
0 1 2 3 4 5 6 7 8 9 : ; { = } ?
@ A B C D E F G H I J K L M N O
P Q R S T U V W X Y Z [ \ ] ^
` a b c d e f g h i j k l m n o
p q r s t u v w x y z
 
That is weird, because I can see the ! character in game
View attachment 6303

I will review this info, thanks.

No I mean the sprites are actually correct, what is not correct is the order of chars in the manual, and I based my parser on that order.

To be even more clear, the order in the manual doesn't exactly match the order used by the engine and by actual sprites, there is two typos :

Typo 1 / missing one space before "!" on second line
Typo 2 / on second line, there is a letter "Â" that doesn't exist in sprites
 
Something I've found (not a game breaker, just weird):
If you edit the file "models.txt" inside the tool and hit refresh, you will see the entity on the file list. But once you open it, you never see it under the "opened files".

See the image below - I've added a new entity called "Guilenpc" (a type none), and I can see it on the list:
gjVOyRe.png


But it doesn't appears on the opened tab:
AQvXLrL.png


Once quit and enter on CMT again, everything get back to normal
 
Something I've found (not a game breaker, just weird):
If you edit the file "models.txt" inside the tool and hit refresh, you will see the entity on the file list. But once you open it, you never see it under the "opened files".

See the image below - I've added a new entity called "Guilenpc" (a type none), and I can see it on the list:
gjVOyRe.png


But it doesn't appears on the opened tab:
AQvXLrL.png


Once quit and enter on CMT again, everything get back to normal
Hum that's weird for me it works. What's the path of this new file relative to normal guile ?
 
hum, maybe it was this. Its weid because it never displays a closed folder.
It's not really closed just folded so that it doesn't take much space. But I'll make it so every time you open a file it forces you to show the parents. I think it does this but only one level (first parent). So with long paths / nested folders like this it doesn't always show the file
 
This is quite amazing that I can widen the boxes with a mouse like Stats does, but I will have to go with the "set visual property" option for that. I have 2 requests for the character animation editor.

1. Is it possible to add an option of right-clicking around the first/second and last lines of frames where you could use the same box (bbox/attackbox) from the previous frame or next? You highlight one frame around that animation and right-click around there for the menu to show if you want to add the same previous box for editing it in the next frame.

Code:
anim    follow1 #Jump up

    delay    9
    offset    335 295
    landframe 9
    bbox 309 178 47 80
    frame data/CHARS/Bison/jump/jump01.png
    bbox 309 182 47 74
    frame data/CHARS/Bison/jump/jump02.png
    bbox 309 187 47 59
    frame data/CHARS/Bison/jump/jump03.png
    frame data/CHARS/Bison/jump/jump04.png
    frame data/CHARS/Bison/jump/jump05.png
    frame data/CHARS/Bison/jump/jump06.png
    frame data/CHARS/Bison/jump/jump07.png
    bbox 309 182 47 74
    frame data/CHARS/Bison/jump/jump08.png
    delay 100
    bbox 309 178 47 80
    frame data/CHARS/Bison/jump/jump09.png
    @cmd attack0 "ANI_JUMPLAND"
    frame data/CHARS/Bison/jump/jump09.png

2. What about dragging one certain box (platform/bbox/attack) around in the current frame? Like, let's say, for example, you see a bbox around Zangief and you start to drag that box anywhere, but it has to be in the current frame displaying.
 
2. What about dragging one certain box (platform/bbox/attack) around in the current frame? Like, let's say, for example, you see a bbox around Zangief and you start to drag that box anywhere, but it has to be in the current frame displaying.
I think you can already drag platform. For bbox/attack I don't really see the point. Wouldn't it be easier to just redraw the box ? It's the same drag mouse movement.

For point 1, yes I can add that.
 
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